Going for a crawl

So, as I said, I’d make a map for this game, but screw that idea, I bought the DungeonMorphs for a purpose! Namely to force myself to improvise a little, and not having to do so much damn work!

Instead, I’m going to exploit the fact that all the Morphs cards are numbered from 1 to 6. So, I’ll need to make a long list of rooms, each made like the Hazards from Inverse World, as introduced here.

These rooms will be put on some index cards, along with maybe a group of creatures that are present. When the game begins, I’ll shuffle the pile and put it on the board, face down. I’ll call this the “encounter deck”.

The basic idea is that I’ll draw a tile every time they “leave the map”, placing it adjacent to the exit they used on the Morph. I’ll look at the number on the map and dig that deep down into the encounter deck. Example: If the number was 4, I’d take the fourth card from the top, and put the others back on top. The drawn card would be what was (maybe) found in this room.

So, to start off, here’s a short list of rooms, inspired by (and in some cases merely reskinned from) Inverse World! Most of them are pretty generic, since I’ll draw DungeonMorphs randomly. The Unstable Passageway below is such an example. I don’t know if this will be drawn in a actual room or just a cavern, so it will have to apply for both.

Unstable Passageway

This passageway is giving seems cracked and unstable. There’s a broken body under a rock just over there, a rock that seems to fit right into a hole in the ceiling…
Cave-in (1d8 damage)
*Rumble menacingly!
*Open a hidden passage
*Reveal a broken corpse

Sleeping Quarters

Beds and blankets. Bed and blankets everywhere. And a few sleeping critters. Better not wake ’em up…
Features: 7 sleeping kobolds.
*More comes in to sleep
*Some of them wakes up
*Someone sounds the alarm!

Empty Room

Something’s not right in here. You can feel it in your bones. There’s got to be something in here…
Features: A rolling boulder
Rolling boulder (1d10 damage, ignores armor)
*There’s chatter in the distance
*Someone steps on a pressure plate…

Treasure Chamber

There’s something of value in here. You can get it, but it’s not going to be easy…
Features: 6 nearby, but not currently present, kobold guards.
Dart trap (1d4 damage, poison)
*Guards come to check up on the treasure.
*There’s a faint clicking sound at the treasure…

The Treasure Vault

Finally! The dragon’s nest! Shit! The dragon’s nest! Oooh, shinies!
Features: One big and angry dragon.
*Bury someone in a pile of gold
*Trip someone over a plate armour!

Using this framework…

OK, if I just shuffle the encounter deck, doesn’t that then mean that the dragon can be in the first room? Well yeah, but that is easily avoided.

I shuffle all the cards, except The Treasure Vault. Then I’ll take the top 8 or 9 the encounter cards and set them aside, then shuffle the rest along with The Treasure Vault. The cards set aside are now on placed back on top. If 9 are taken off, at least 4 encounters will be met before the Dragon, and after these 4 are taken off, there’s a 1 in 6 chance for the characters to happen upon the dragon when exploring a new DungeonMorph card.

I’m looking forward to trying this out 🙂


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